Best way to make these Tubes

I am trying to create the small object in the inset. I was hoping I could use a “bezier circle” to allow for easier editing should I need to edit the final, but I don’t see how I can get a “flat” edge on the end of the cylinder. (see image) It seems there is only a way to make the edge beveled (angled).

Is it possible to make the object (see image inset) using curves or another simple way. It’s so backwards that Blender doesn’t allow you to edit a cylinder after you make it. I am looking for a method that allows you to edit it’s width later.

Any help is appreciated. :slight_smile:


I’m not sure it’s exactly what you’re looking for , but just in case, you could just add a mesh circle then extrude and scale from it several time until you get that shape, or as an alternative you can make it with the spin function by example :

Extrude vertice like this :
http://i.imgur.com/bohxt.jpg

Select the top central or top bottom central vertice (one that will be used for the center of the spinning) and press SHIFT+S then choose “Cursor to Selected”
http://i.imgur.com/IGBpk.jpg

Change the pivot point to 3D Cursor
http://i.imgur.com/VBTma.jpg

Move into top view, and in the left panel click on “Spin”
Press F6 to bring up the Spin setting, change Degree from 90 to 360

Change Steps from default 9 to whatever you want to get a smoother model.

Once done, select the whole model and press W -> Remove Doubles then CTRL+N to recalculate the normals.
http://i.imgur.com/YMd4t.jpg

After that you can add loop cuts and extrude faces if you need more detailling
http://i.imgur.com/tPUmd.jpg

Wow, really appreciate the quick response and detailed explanation. I will try this method and post my results. Thanks Sanctuary. :slight_smile:

Note that you can do the same thing with the screw modifier instead of the spin tool. You are then able to change the spin steps and spin angle at a later date if needed and have different number of steps in the viewport and at render time like other modifiers

Attachments

screw.blend (79.9 KB)

Thanks Richard. Using the Screw modifier is great because it’s non-destructive. I also didn’t realize the “Edge Split” modifier was used to make the shading look smoother. :slight_smile:

Now I have 2 great ways to do this. Thanks to both for your help.